I would like to comment that that sounds like the opening to a joke of some sort. Probably with "Walk into a bar" being the next part.

Yeah... That's the best I could think of. The so-called "punchline" involves the fisherman getting his tackle out, but the events are out of order.

Quote:

Originally Posted by IceGod64

I seem to see it too... What I notice is that the phone number lines seem to dislike \b or such commands. I couldn't guess why this happens though.

It's because the text isn't displayed using the Show Text event command, but by a different script. In particular, I think it's the def _I that messes certain things up a bit by evaluating \b too early (and in your case turns it into a square - we're probably using different fonts/versions of a font). Try using \\b instead to make that colour command remain long enough to be "evaluated" in the proper place.

It's because the text isn't displayed using the Show Text event command, but by a different script. In particular, I think it's the def _I that messes certain things up a bit by evaluating \b too early (and in your case turns it into a square - we're probably using different fonts/versions of a font). Try using \\b instead to make that colour command remain long enough to be "evaluated" in the proper place.

Yeah, that's the solution. I thought that might be the fix earlier, but I wasn't able to test at the time.

During the end of round phase in PokeBattle_Battle, I've found something slightly peculiar. Everything runs fine up until

'@battlers[i].pbAbilitiesOnSwitchIn(false)' (Line 3372)

This seems to only run through once (it is nested in a 'for i in priority' loop). Subsequently, the next turn starts before things like the flinch effect etc. have finished resetting.

EDIT: I figured it out. Actually, it was posting it which drew my attention to it. '@battlers[i]' needs to be changed to i. I can't believe I've been scratching my head over this for the last half an hour!

During the end of round phase in PokeBattle_Battle, I've found something slightly peculiar. Everything runs fine up until

'@battlers[i].pbAbilitiesOnSwitchIn(false)' (Line 3372)

This seems to only run through once (it is nested in a 'for i in priority' loop). Subsequently, the next turn starts before things like the flinch effect etc. have finished resetting.

EDIT: I figured it out. Actually, it was posting it which drew my attention to it. '@battlers[i]' needs to be changed to i. I can't believe I've been scratching my head over this for the last half an hour!

Yep, that's right. It's because I tend to copy lines of code from place to place, and don't always make sure it works. Different parts of the scripts refer to battlers in different ways, and indeed that end-of-round method refers to them in both ways in different places (sometimes i is a number, sometimes it's the battler itself).

It would have made the def pbEndOfRoundPhase exit early, which means lines 3372 and later wouldn't ever run. This includes abilities that occur when a battler is switched in (e.g. weather), Truant's and Lock-On's counting down, and the cancelling of effects like flinching, Helping Hand, Charge, Magic Coat and Snatch (and a few others). This would result in some quirky behaviour, including a battler flinching from being attacked in the previous round, Pokémon always remaining Charged, and Regigigas never toggling between attacking and truanting.

It appears that Essentials is putting trainer comments back into the event even if you've deleted them (perhaps because the event's name is still "Trainer"), which means when you run/compile the game any changes to that trainer are erased. You'll only notice if you close RMXP and open it again.

Even so, it shouldn't do that - I can easily imagine a scenario where you'd want a trainer who can spot the player from afar and who does something special.

I had a quick look, and I found the script section Compiler and the lines beginning at 3658. It looks like this behaviour is caused by an automatic conversion of some way-old method trainers used to work ("legacy"), so this behaviour was never actually intended. I've not tried this yet, but if you delete that entire "if" statement there (to line 3750), it should work.

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